I plan to use bullet for one of my projects. Although the documentation could be improved, I assume I understood most of bullets concepts, except kinematic objects.
The main thing that confuses me is, that kinematic objects are meant to be used as animated static objects, but here in the forum I keep reading about strange results when moving kinematic objects.
1st Question:
That is what the api docs say about kinematic objects. But i keep reading about kinematic objects behave as if they where teleported and not interpolated. Is this a problem when setting the transform via btCollisionObject::setWorldTransform or do they also occur when using motion states (which is the intended way of passing the new position, according to the manual)?C) Kinematic objects, which are objects without mass, but the user can move them. There is on-way interaction, and Bullet calculates a velocity based on the timestep and previous and current world transform.
2nd Question:
Kinematic objects are rigid bodies. What happens if I set the kinematic object flag on a rigid body with non-zero mass, does it behave like a (normal) kinematic body with zero mass?
3rd Question:
If the previous works... is it possible to change the collision flags during runtime? Intended usage: I have a rigid body, let it be a box, and now the player may grab this box. Now the box should no longer be falling down nor be pushed away or likewise, but it has to be moved (animated) according to the user input and push away other rigid bodies.
Thanks,
Cody